Potion Craft: Upcoming Features Discussion

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  • Опубликовано: 11 сен 2024
  • Hope you're enjoying today's dev perspective on the just announced future features!
    Check out my previous devlog discussion: • Potion Craft: Karmic T...
    Potion Craft on Steam: tblink.co/Kill...
    Potion Craft has successfully made its way out of Early Access into a full release version. Nicely polished-up for release, this is the most balanced and fleshed out version of the game so far.
    #potioncraft #alchemy #devlog

Комментарии • 32

  • @sevret313
    @sevret313 Год назад +18

    When it comes to upgrading your equipment, I can imagine as you say finer crushing but in a different way. Curently crushing crystals is as easy as crushing plants, but that doesn't make much sense. So instead your starting equipment might not even be able to crush some ingredients at the start and you just have to throw them directly into the pot, and upgrades will let you get more out of them. And this does not ruin your recipes as you've always had the option to crush your ingredients less.

    • @donovanmahan2901
      @donovanmahan2901 Год назад

      Or maybe you have to throw the crystals against a surface first before you start grinding them (as that cracks them).

    • @KillrobPlays
      @KillrobPlays  Год назад +5

      That is a great point :) for the teleportation mechanics the upgrades could work a lot better. Cheers!

    • @HenryLoenwind
      @HenryLoenwind Год назад +4

      Also, upgrading your workshop doesn't mean replacing your tools. They could be adding additional tool variants you can use in addition to the existing ones. Use the porcelain mortar to smooth out the path, or the sandstone mortar to compress its length, or the mixing mortar to grind in some ash to dampen the death-ward component of the path...

    • @sevret313
      @sevret313 Год назад +3

      ​@@HenryLoenwind Those things are better left to the salts as those kind of operations should have a cost to them in line with the rest of the game design. And the more salts the more you risk making the different ingridients obsolete.

  • @HenryLoenwind
    @HenryLoenwind Год назад +7

    Pseudo-random maps would be possible even without extreme sanity checks. One could cook up their own base from a combination of components (i.e. the rng seed, maybe add a game-specific stable seed for replayability). Then it becomes a cost-reward random gameplay element. The more components you waste on experimenting with custom bases, the higher your chances of getting one with cheap paths. They just need to make very sure this doesn't become the pivotal element of gameplay but stays a bonus element (like in rogue-likes where players insta-restart if the first weapon drop is sub-par).

    • @KillrobPlays
      @KillrobPlays  Год назад +1

      Interesting angle there for the generation of bases. Has a bit of a mapping vibe from ARPG endgame mechanics. :) One very important factor would be to keep it simple enough to fit in with the rest of the game, otherwise it easily feels tacked on. But yes, some sort of random map generation could work out!

  • @ShaneSemler
    @ShaneSemler Год назад +14

    I’m a bit surprised a more fleshed out garden wasn’t in 1.0. It certainly feels like it should. Going to that screen always feels weird and empty. I don’t know how else to explain what I’m thinking

    • @KillrobPlays
      @KillrobPlays  Год назад +1

      It sure does feel very simplistic because of the general lack of interaction. You go there and pick what you got, done. That really is more of a chore than a mechanic :)

    • @HenryLoenwind
      @HenryLoenwind Год назад +1

      It's always a balancing act when to call a version "1.0". On one point, you have plenty of things on the roadmap you want to add, on the other, the sales boost can keep your dev team alive, but if you're too early, you'll ruin the game's reputation, and you have to have a feature update almost ready or people will call your game "dead with release", but not so fast that people question your sanity, ...

    • @KillrobPlays
      @KillrobPlays  Год назад

      Yeah, something that has become more and more prevalent is for players to look at every release (finished game or not) as an early access project and then expect free full-blown feature updates for it. As such, devs nowadays are highly incentivised to NOT release 1.0 in a nearly complete state - as Henry points out.

    • @HenryLoenwind
      @HenryLoenwind Год назад +2

      @@KillrobPlays Indeed. And releasing a finished 1.0 and then going AWOL can very quickly kill a game, even if it's complete. See Gnomoria, for example. Players fled in troves when it became clear that the dev had become unresponsive, even though there's nothing wrong with the game (aside from 3 well-known crash bugs, which is very good for a 6-year-old game, in my opinion).

    • @J4J0
      @J4J0 Год назад +1

      It could be, that its implementation is technically tied with talent tree revamp, so it could have been an "all or nothing" deal at release.

  • @urkerab
    @urkerab Год назад +4

    Technically Life Salt already gives you teleportation-like powers.
    You might need upgraded equipment in order to be able to use the new igredients [sic].

    • @KillrobPlays
      @KillrobPlays  Год назад +1

      Hmm interesting thought about having to upgrade to use more advanced ingredients :) we shall see where they take it!

  • @metabaron90
    @metabaron90 Год назад +4

    The garden being empty most of the time is kinda sad, glad it's getting fixed

    • @KillrobPlays
      @KillrobPlays  Год назад +1

      Yes, that will be a lot nicer than having plants magically pop up overnight :P

  • @sonnitude
    @sonnitude Год назад +1

    I think you missed this, but in the skill tree system there’s a skill beyond the “planting” that has points in it, while planting doesn’t. My working theory is you need so many points in the first “row” of skill points if you will, but then you can skip over skills you either have no interest in, or desire to get later.

  • @gregoryhouse5081
    @gregoryhouse5081 4 месяца назад

    Nada de update ainda??? =(

  • @shadowhenge7118
    @shadowhenge7118 Год назад +1

    Anyone ever tell you thet you kinda look like Paul Bettany?

    • @KillrobPlays
      @KillrobPlays  Год назад

      You're the first one to do so! :D Cheers

  • @thearceus98
    @thearceus98 Год назад +1

    Calling me out at 5:20

    • @KillrobPlays
      @KillrobPlays  Год назад

      Haha did I? Might have been you who commented something like that, but I have seen it on their forums and such as well. Players tend to dream up all kinds of things that belong in the "wouldn't it be cool if"-bucket, but not really are compatible to the core design of the game :D Cheers

  • @piiYT
    @piiYT 6 месяцев назад +1

    1 Year later: still no updates of the mentionded ones in this video. Dead or dying game?

    • @KillrobPlays
      @KillrobPlays  5 месяцев назад +2

      I too find it odd they take so much time for the updates mentioned. Maybe they changed their strategy and instead want to release an expansion or V2.0 as a new game?

    • @piiYT
      @piiYT 5 месяцев назад

      @@KillrobPlays Maybe you're right, and maybe you know more about this (?), but one way or the other: I hope it will be in the near future!

    • @CosmicPlayz-xx8ev
      @CosmicPlayz-xx8ev 2 месяца назад

      that’s not gonna stop me from playing for content ;)

  • @Unique_Creaturez
    @Unique_Creaturez Год назад +2

    I'm excited for upcoming features especially new ingredients types! 🖤🦋🪶

    • @KillrobPlays
      @KillrobPlays  Год назад +1

      Ahh, interesting you're excited for the new ingredient types :) mostly the animal parts or other things?

    • @Unique_Creaturez
      @Unique_Creaturez Год назад +2

      @@KillrobPlays Yes! Insects, animal parts, sea shells! 🐚🦋🤘

    • @KillrobPlays
      @KillrobPlays  Год назад +1

      I wonder if they make an entirely different map for those? Would be great, we'll see! Cheers